DMG II Preview in Game Trade Magazine

Glyfair said:
I picked up the latest issue of Game Trade Magazine at one of my FLGS this evening. A lot of interesting things to me. They slipped in 4 pages from the DMG II.


Thanks for the heads up! :)
 

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Keeper of Secrets said:
I am not sure why the contents in the DMG II would drive anyone away. Could you not just ignore those rules, not use them and move on with your campaign?

Because some peeps have trouble realizing that ALL you need (technically) are the core books (PH, DMG, MM) to play. Everything else is optional.
 

Stalker0 said:
I think his point, one that I agree with, is players used to ask the DM for ways to make their character cool...even using stats to do it.

Player: Hey DM...my spellcaster really hates goblinoids, can his spells have a +2 DC against them?
DM: Sure, but since your focued on them, your spells are going to have a -1 DC against everything else.
Player: Alright.

But now its become....

Player: Oh sweet, a feat that lets me get +2 DC against goblinoids, but -1 against all other races. I'm taking that feat.

There's less and less a player and a dm using their imaginations and working to mold a character, and more just looking through feat lists and PRCs lists and just taking other people's ideas to enhance a character.

This I have also seen in games I play and run, and it is very sad.

I wouldn't say that's sad. Instead of having to get the DM's approval every time, players can now sit down and make their own character concepts without having to discuss it with the DM. Of course, he/she always has the right to rule it out but by giving the players more tools you also get their own individual take on their character. I'd say it's a good thing. It also gives the DM less to think about until the player shows him/her the final draft for a character.
 

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